Skull & shackles (Inactive)

Game Master DBH


3,251 to 3,300 of 5,973 << first < prev | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | next > last >>

Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Make them the offer Kung," Marnir says as the remaining guards stand around looking sheepish, before he follows Jane through the process of making the mansion safe to explore.

"Bloody hells," Marnir mutters as they go through Zarskia's papers. The search of the mansion is painstaking and tedious, but they are fortunately undisturbed. Marnir gathers up every scrap of evidence they can find and keeps it secured in his cabin until they can present it to Captain Fairwind.

"It sounds like there's still another member of this spy ring at large, and now that Zarskia's out of the picture we all need to be on our guard for retaliation," he suggests as their meeting winds down.


1 person marked this as a favorite.
Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

"This offer standard. You join us, work hard, follow orders, and earn plunder."

"Plunder!!!"

"If you no like offer, we send you away on small boat. Maybe give enough water to drift to land." He looks around for a small boat that he could send them off in, and realizes that there are no lifeboats handy in this apothecary. "Okay. Bad side of offer make more sense on ship. Come, follow me to ship; I show you small boat we cast you off in from there. More threat there."

He seems earnest in his idea that he'll cast them adrift from the docked Unbound Drake if they're not interested in the work, as if just... not going to the Drake... weren't a better option if they didn't want to join the crew.


Are you sure you want to do that?

The pirates all join you happily. They've had a run of bad luck which left them reduced to being hired as guards. Signing up with a rising power in the shackles is more than they could have hoped for.

Tessa Fairwind looks over what you have brought her and sighs. "Imp assassins, messages written in infernal, and she was heading for Nidal? It all points to Cheliax. And this 'Agent'. One we still know nothing of, which means they are still out there working mischief!"

She thinks things over for a moment, showing the mind behind the charm and daring. "Even with this Bonefist still won't move. He's been on that throne for so long he's got roots growing out his ass!"

Looking you over she smiles slyly. "Still.. There may be a way to getting him moving. His control of the council isn't total. A few more votes and he will have to take action.".

She leans towards Marnir, giving you a seductive smile. "Tell me my bold Captain, have you heard of the Free captains regatta?"

The Free captains regatta:

The annual Free Captains’ Regatta is a time-honored tradition in the Shackles, and one of the few opportunities that lesser, independent captains have to increase their station and status among the pirates of the Shackles.
The Free Captains’ Regatta is a grueling nautical race held among the hazardous sandbars and reefs north of the Shackles among the dangerous currents and winds at the southern fringes of the giant hurricane called the Eye of Abendego.
The race is open to any Free Captain with a ship, and while many captains and ships do not finish the race (or even survive it), the regatta has no shortage of competitors each year, for the rewards are truly worth the risk—a hefty prize purse, lordship of a small island, and a seat on the Pirate Council of the Shackles.
Furthermore, common wisdom holds that this year’s regatta will truly be an open race. The druid-captain known as the Master of the Gales has won the regatta for the last 5 years, but this year he is officiating the race instead of competing, leaving its outcome in doubt.
To enter the regatta, a competitor must be the captain of his own ship and pay an entry fee of 500 gp.

Tessa strongly recommends that you and the Unbound Drake enter the coming regatta.

What is the party doing?


ADVENTURE PATH COMPLETE

Niobe grumbles, "It's always something... all this work and still nobody wants to listen."

She sighs and listens to Tessa's account of the council and the politics, trying to follow it - surface politics being, after all, somewhat foreign to her.

"A race around the Eye of Abendego?" says Niobe breathlessly at the conclusion of the explanation. She grabs Kung by the arm and actually bounces up and down. "We could do it! We could sail around the Eye! Actually race against the whorl out of which the whole ocean drains!"

Then she calms herself and lets out a cough, turns toward Marnir, and says, "If the captain thinks it's wise, that is."

She releases her hold on Kung's arm and taps her hand against the massive wall of muscle a few times and says nonchalantly, "Given that I did just master the art of controlling the wind with my magic..."

Although, stupidly, the control winds spell only affects a fixed area, I can't alter the wind as we sail along a course, so at best it would let us shut down a squall that risks capsizing us or pushing us into the Eye.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir listens carefully to Tessa - her knowledge of the inner workings of the council and the politics of the Shackles is substantially greater than his own. The idea of a race around the swirling Eye of Abendego certainly appeals to Marnir, but he feels that there is more to Tessa's suggestion than a simple competition.

"Aye, that sounds like something the Drake could handle. We've got a good crew, we've got Niobe's magic, and we've got a ship that's stood up to everything the Shackles has thrown at her. And it sounds like the prize is worth a pretty penny too," he adds with a wry smile.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |

The thought of a race, his hair and cape billowing out behind him, sat well with Markizio.

He was delighted when the captain proclaimed their course of action, "Yes! We can do this! We'll have to watch out for saboteurs and dirty competitors. I'll stack up on some ranged magic. We can do this!"


Are you sure you want to do that?

As the race date draws close and the last competitors arrive at Port Peril, the city’s populace buzzes with speculation about the course for this year’s race. A week before race day, the announcement flies through the city that the Master of the Gales has declared Cauldron Rock, the northernmost island large enough to be marked on most maps of the Shackles, as the race’s starting point. A huge flotilla of racers and spectators sets sail northward out of Jeopardy Bay.

Arriving at Cauldron Rock, the race fleet anchors northeast of the island. The captains of most of the competing ships disallow shore leave for their crews, but numerous spectators such as Tessa Fairwind, Pierce Jerrell and Merrill Pegsworthy make merry on their ships or on a small sandy beach nearby, in spite of intermittent rain and wind from the giant hurricane to the north.

The afternoon before the race, the Master of the Gales calls a meeting of all competing ships’ captains and their senior officers aboard his xebec, the Kraken. An imposing man with tanned and weather-beaten skin and long, windblown hair and beard, the Master of the Gales outlines the course of the race to the competitors and supplies a simple route map to each participant.

Designed to test even the most rugged crew, the regatta will take ships along the fringes of the Eye of Abendego and even into the storm itself, ending at a small islet called Coaming Point. Fixing each contestant with a icy blue stare, the Master of the Gales reminds everyone that the
Free Captains’ Regatta is a nautical race, not a battle or an opportunity to avenge past slights. He announces that he will be monitoring the race, and any ship caught attacking or unduly interfering with another competing vessel will be disqualified, or if necessary, sunk. Nature itself will be the most dangerous enemy the contenders will face, a fact the gathered captains would be wise to remember if they
hope to complete, much less win, the regatta.

Now that they know the general route of the race, you should plot your initial course away from Cauldron Rock in preparation for the race the following morning. You can use the charts of the fair winds to do so, but nearly all of the race will occur outside the area detailed on the charts, so they will only be of use for the race’s start.

This year’s Free Captain’s Regatta attracts far more entries than the last few years. A wide variety of ships are taking part, from barques, brigs, caravels, clippers, and galleons, to galleys, junks, longships, and triremes. The following ships comprise your main opposition in the Regatta: the Albatross, Barnacled B&&@$, Bonny Witch, Chimera’s Teeth, Darcy’s Pillage, Kelizandri’s Favor, Pharasma’s Price, Promise’s Bounty, Redcap, Sea’s Largess, Skullduggery, Stormrunner, Sullied Strumpet, Wave Wraith, and lastly, the Wormwood captained by your old friend, Barnabas Harrigan.

You had over week in Port peril to do shopping and prepare for the race. Anything you wish noted? The race will begin in the morning. Anything you wish to do?

The course is now up top for you to examine.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir spends the week before the race gathering as much information he can about his competitors and their ships, trying to gauge the level of challenge they'll provide, as well as which captains are likely to try devious or underhanded tactics to gain an advantage.

He is not at all distressed to have to spend a substantial amount of time drinking and carousing in Port Peril's inns and taverns to accomplish his goal, but does spend a fair bit of coin on drinks and food in order to loosen tongues and improve attitudes. He tells tales of the Drake and the sagas of his northern people, using allegory and metaphor to winkle out closely guarded information from tipsy or bribable sailors and dockhands.

GM - happy to spend some gold to get some information. I can spend 10 minutes and one round of performance to use Glorious Epic for a +3 bonus to any Diplomacy check I make, so taking 10 gives me an average result of 29.

While not ashore, Marnir makes sure the Drake and her crew are in peak condition. He checks in on Jana and her carpenter's mates as they make repairs and replace damaged woodwork and makes sure that the riggers and sailmakers have everything they need to make emergency repairs if the winds of the Eye wreak havoc with their sails.

He leaves the officers to their own work, confident that Kung will drill the crew extra hard, that Markizio has ensured that the ship is properly provisioned and crewed, that Jane has been poring over the charts of the fair winds to help plot their course, and that Niobe has begun developing a strategy for using her magic to smooth their passage.

The journey out to Cauldron Rock is the largest gathering of ships Marnir has ever seen at sea, and he is pleased to see his crew handling themselves effectively in the crowded waters. He attends the captains' meeting, leaving Markizio to oversee final preparations aboard the Drake, and listens carefully to the Master of the Gales' warnings and advice. As he gets up to leave with his map, he spots Captain Harrigan stalking off across the deck, back to his waiting boat.

Once back aboard the Drake Marnir calls a meeting of his officers. "Looks like we're going up against some stiff competition, including that bastard Harrigan. I wouldn't trust him to play by the rules, so be on the lookout for skulduggery. I want a rotating double watch tonight just in case anyone tries anything before the start, but keep the watches short so that the crew is fully rested in the morning. In the meantime, Jane and I need to plot a course for the race, but let's all make sure we get a good night's sleep. Tomorrow could be the start of something really big for all of us."

Using the charts of the fair winds I've got +24 on my Profession (sailor) check to navigate within the Shackles, and I can't fail the DC 20 check to gain the 10% speed boost. I know that these won't help us all the way round, but it should give us a quick start.

We've also got the magic ship's wheel we recovered, which will help with any tight turns, the silk sails improve our speed by 10%, and the broad rudder gives +1 to sailing checks. Unless we can get rapid-deploy sails fitted in the week we're in port, I think the ship is as efficient as we'll get it at this point.


ADVENTURE PATH COMPLETE

Niobe spends a day shopping for necessities, such as the material components for her new stoneskin spell, but then decides to help Marnir with his information-gathering. As she's marginally familiar with the waterways, she focuses a great deal on finding out what kinds of hostile creatures live in the various points along the race. Sahuagin? Kraken? Locathah?

Diplomacy: Aid Marnir: 1d20 + 3 ⇒ (20) + 3 = 23


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung joins Marnir and Niobe on many of their information-gathering sessions, but he's just there for the drink, letting them deal with the actual gathering of information. Kung just makes sure that drink are flowing and the table is lively.

During his drills with the crew, he tries to impress upon them the need to watch out for tricks from the other ships. [b]"We compete against Harrigan before, know he'll try something. Other ships maybe too; we all pirates!"


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane hears the drills going on above her while she is making some new potions.


Are you sure you want to do that?

The race begins first thing in the morning, under leaden skies and sudden squalls of driving rain. Tessa Fairwind comes aboard your ship to wish you smooth sailing and good luck, as do other friends and allies of your's.

After over an hour of shouting, cursing, and jostling for position, the contenders arrange themselves in rough formation behind the starting line drawn between the Kraken and another ship, the Ocean’s Revenge. All eyes look to the Master of the Gales, who stands atop a rocky promontory on Cauldron Rock. He raises both arms to the sky and unleashes a flashing bolt of lightning down into the surf, signaling the start of the race.

As the Master of the Gales transforms into an albatross and flies over the participants, the wind shifts sharply and unnaturally from northerly to easterly, throwing the competitors into chaos. You must pilot your way clear of the milling ships by making two successful DC 25 sailing checks.

Profession (Sailor) + Charts of the Fairwinds: 1d20 + 20 + 3 ⇒ (14) + 20 + 3 = 37
Profession (Sailor) + Charts of the Fairwinds: 1d20 + 20 + 3 ⇒ (13) + 20 + 3 = 36

The Unbound Drake pivots smoothly and easily evades any entanglements, slipping away from the pack and setting a fast heading to the next part of the course. Already one of the leaders.

E. The Silted Shrouds.

The Silted Shrouds are an extensive series of shallow sandbars formed by the continuous action of the Eye of Abendego. There are no up-to-date charts of the Silted Shrouds, as new channels and sandbars continuously
form and wash away. You must make four successful DC 25 Survival checks to navigate their way through.

However the Unbound drake has an advantage most other ships do not. Niobe slips into the waters ahead of the ship and guides her through.

Perception: 1d20 + 18 ⇒ (19) + 18 = 37
Perception: 1d20 + 18 ⇒ (16) + 18 = 34
Perception: 1d20 + 18 ⇒ (8) + 18 = 26
Perception: 1d20 + 18 ⇒ (19) + 18 = 37

This needed either an aerial, or aquatic movement of 50 of more. Which turned the Survival checks into Perception checks.

Profession (Sailor): 1d20 + 20 ⇒ (6) + 20 = 26
Profession (Sailor): 1d20 + 20 ⇒ (16) + 20 = 36
Profession (Sailor): 1d20 + 20 ⇒ (5) + 20 = 25

The leading pack struggles through the Shrouds, as they do so Marnir makes more speed, using the advantage given by Niobe to increase the lead the Unbound Drake has over most of the competitors .

F. Raker Shoals.

The low-lying coral reefs known as Raker Shoals are a well-known hazard to ships in this region. You must quickly chart a course through the shoals with a successful DC 20 Knowledge (geography) check. Using the charts of the fair winds grants a +2 circumstance bonus on the check.

Knowledge Geography + Charts: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33

Perception: 1d20 + 18 ⇒ (15) + 18 = 33
Perception: 1d20 + 18 ⇒ (5) + 18 = 23
Perception: 1d20 + 18 ⇒ (9) + 18 = 27

The Unbound Drake runs the Shoals at a speed others would call suicidal, with Niobe's eyes, born to see in the depths any perilous reefs are seen well before they endanger the ship.

The Knowledge Geography check cuts down the number of reefs you encounter. The Perception checks are how far away you spot the remaining reef encounters. Any rolls over 20 mean it's seen far enough away you don't need to slow.

G. Gozreh’s Flow

Sometimes called Gozreh’s Piss by the less reverent, the swirling wash of powerful ocean currents called Gozreh’s Flow sweeps out of the Sodden Lands along the southern fringes of the Eye. Competitors must tack into the strong wind while navigating the treacherous currents. You must make three successful DC 25 Knowledge (nature) or DC 30 Survival checks during this leg to avoid the strong easterly currents dragging them back.

Knowledge Nature: 1d20 + 13 ⇒ (14) + 13 = 27
Knowledge Nature: 1d20 + 13 ⇒ (15) + 13 = 28
Knowledge Nature: 1d20 + 13 ⇒ (2) + 13 = 15

Profession (Sailor): 1d20 + 20 ⇒ (1) + 20 = 21
Profession (Sailor): 1d20 + 20 ⇒ (2) + 20 = 22
Profession (Sailor): 1d20 + 20 ⇒ (14) + 20 = 34

The Unbound drake lurches once as a treacherous current drags it off course for a moment, but still comes through well ahead or the other ships. Marnir again commanding the ship and crew until it answers as if it were a living being.

H. Iris’s Splinters.

Two jagged shafts of rock, called the Iris’s Splinters, rise out of the ocean here, forming a narrow 100 foot gap between them. Competitors must 'thread the Iris' and sail between these splinters.

As you approach the rocks, a gigantic turtlelike behemoth surfaces ahead of them. As you watch, the beast smashes into the Sullied Strumpet with a bellow, capsizing the light sloop. This malicious giant dragon turtle, named Hirgenzosk, was responsible for the sinking
of the Brine Banshee and now finds itself in the midst a veritable smorgasbord of ships and fresh food.

Profession (Sailor): 1d20 + 20 ⇒ (17) + 20 = 37
Profession (Sailor): 1d20 + 20 ⇒ (13) + 20 = 33
Profession (Sailor) + Jalhazar’s wheel: 1d20 + 20 + 5 ⇒ (2) + 20 + 5 = 27

Even with the Drake's speed and masterly handing the cunning beast almost closes on the ship, only the magic bound in Jalhazer's wheel lets her turn sharply enough to evade it's bellowing lunge. The irony of the wheel, saved from a ship Hirenzosk sunk, saving another is priceless.

I. Into the Storm.

You must now skim through the outer edge of the titanic maelstrom that is the Eye of Abendego, tacking against the powerful northwesterly storm winds created by the cyclone’s counter-clockwise rotation. Navigating through the hurricane requires a successful DC 25 Profession (sailor) or Survival check.

Profession (Sailor): 1d20 + 20 ⇒ (17) + 20 = 37

Again Marnir and the crew handle even the feared Eye with ease.

Well, so far so good. Between Marnir's Seamanship. Niobe's Nature skills and perception, and Jane's navigation you've smashed the course so far. But now you're in the heart of beast!


Are you sure you want to do that?

Storm hazards:

Chance: 1d100 ⇒ 32
Chance: 1d100 ⇒ 48
Chance: 1d100 ⇒ 1

Even a ship as finely tuned as the Unbound Drake suffers in to continual disaster of the Eye, waves wash over the deck, throwing crew off their feet. A huge swell picks up the ship and shakes it, again throwing crew around like ragdolls.

A sheet of lightning strikes the foremast.
Lightning: 10d8 ⇒ (5, 8, 5, 3, 5, 6, 6, 8, 2, 8) = 56

While scorched and dancing with sparks your investment in improving your ship has saved you again, your sails withstand natures fury.

J. Sharkskin Reef and Pinnacle Atoll.

You must sail through the two concentric rings of Sharkskin Reef and around the towering spire of rock called Pinnacle Atoll. Steering the ship through both rings of the razor-sharp reefs requires four successful DC 30 sailing checks.

Profession Sailor: 1d20 + 20 ⇒ (10) + 20 = 30
Profession Sailor: 1d20 + 20 ⇒ (15) + 20 = 35
Profession Sailor: 1d20 + 20 ⇒ (8) + 20 = 28
Profession Sailor: 1d20 + 20 ⇒ (7) + 20 = 27
Profession Sailor: 1d20 + 13 ⇒ (6) + 13 = 19
Profession Sailor: 1d20 + 13 ⇒ (9) + 13 = 22

Even with Kung joining Marnir and wrestling with the wheel the waters are still violent enough to slam the Drake against a reef.

Reef: 8d8 ⇒ (4, 4, 5, 7, 7, 6, 2, 8) = 43

Jena scream curses at you and the storm as she races below with her carpenters to patch the scrape caused by your glancing the reef. Ugly to see, but not enough to slow the Drake.

K. Lightning Storm.
As you head out of the Eye of Abendego, an unnatural electrical squall strikes and a corona of baleful green lightning limns your ship’s mainmast. A successful DC 18 Knowledge (planes) check identifies the dangerous nature of the glowing nimbus.

knowledge Planes: 1d20 + 8 ⇒ (2) + 8 = 10
knowledge Planes: 1d20 + 8 ⇒ (8) + 8 = 16

Between them Markizio & Jane recognize what is happening.

"Lightning Elemental!" They call in warning.

You have three rounds until a Greater Lightning Elemental forms and attacks. What are you doing?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

The morning of the race comes after a sleepless night for Marnir - plotting the course, checking the rigging, and trying to sleep despite the nerves he feels about the coming race.

The day is grey and grim and the seas are restless as he rises. He makes his morning rounds, reviewing the preparations and chatting to the crew. Marnir makes sure that the crew knows he appreciates their hard work and is confident in their abilities to sail the Drake through the worst the Eye can throw at them. He greets Tessa as she comes aboard, glad to see a friendly face on a day like today, but they don't have time for more than a fleeting visit before the race starts.

"Drakes - let's show them what we can do!" Marnir roars across the deck as he takes his place at the wheel, gripping the handles tightly. He looks around at his senior officers. "Everyone ready?" he asks, just as the flash of lightning signals the start.

The riggers make it easy to get a good start, adjusting the sails to the change in wind almost immediately, helping Marnir clear the pack.

As they approach the shoals, it's only Niobe's guidance that keeps the Drake from running aground on the constantly shifting sandbanks. She then guides them through the shoals themselves at a speed far greater than Marnir would have dared without her.

The currents of Gozreh's Flow are tricky, and a sudden change nearly pulls them off course. Marnir hauls on the wheel as the riggers change tack and manages to steady their course.

Approaching the Splinters at speed, Marnir sees a huge shape rise from the water and smash through a smaller competitor as it lunges towards the Drake. "Gorum's s%#!!" Marnir cries out in alarm as he hauls on the wheel, using it's magic to make an evasive turn that would have ripped any other ship apart. The giant turtle's lunge falls short and the Drake's speed carries them safely through the Splinters.

Ahead is the swirling edge of the Eye, and Marnir heads straight for it. He takes a second to focus himself before channelling magic into his arms and his spirit.

GM - can I take a Standard Action to cast heroism on myself? I feel like I might need the +2 bonus to skills checks and saves in here.

"Hold onto your hats, we're going in!" he shouts over the wind, glee on his face and joy in his heart as he faces down the great storm.

A flash of lightning strikes as Marnir is turning around their next marker, but the sails and mast hold firm. He looks up in horror, expecting to see riggers plummeting to their deaths, but is relieved to see a few slightly shocked crew suspended from their lifelines being hauled up by their shipmates.

The reef and atoll are clear to see, despite the roaring wind and churning waves, but the strength of the gusts and the direction of the currents push the Drake towards peril. Marnir hauls on the wheel with all his might and even with the raw power of Kung helping he still can't avoid a collision. A roaring screech of tortured wood tells Marnir that he's hit something, but the Drake's speed is enough to keep them from disaster. He barely hears Jena cursing him over the wind and he gives her an apologetic shrug before she disappears below deck.

More lighting strikes the mainmast but this one seems to linger and flash with unusual colours. Marnir hears Markizio and Jane shout a warning, but there is nothing he can do except use all his concentration and strength to keep the Drake from foundering in the Eye.

GM - I assume I'm too busy piloting to help out much with the elemental? Also, this is awesome! I can only guess how much work you've had to put in to do all the rolling and the descriptions, but it's much smoother than having us all roll separately. Great work GM!


ADVENTURE PATH COMPLETE

I would like to try two things in the epic scenes above:
1. Use control winds while we are going through the storms of the Eye.
2. Use control water when we hit the reef to try to bring the Drake up and over it.

Thanks for all the work on this amazing tale!

As the Drake rides into the storm, Niobe looks like she has a combination of exhilaration and terror racing through her. She raises her arms to the storm-whipped sky and shouts - really just screaming her fury and her might at the storm, as if to shout it down and force it into submission - and the wind bows. Somehow the wind turns and the Drake roars through the chopping seas as the wind turns and pushes it onward.

As the ship passes the storm and rushes toward the reefs, Niobe leans over the rail. As it becomes apparent that Kung and Marnir can't keep the wheel turning away from collision, Niobe raises her arms and the sea surges upward in a sudden wave, lifting it up above the reefs - but is it high enough?

Because of my new Waterway Caster feat, I automatically succeed on concentration checks to cast aboard ship in inclement weather.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Looking off into the distance, "The fracking lightning is coming alive." Jane shouts. "Glad that I'm not wearing metal armor." she laughs as she pulls out a new potion and drinks it.

She grows several feet and is stunning to look at, but then you realize... Jane isn't a gnome anymore. She is some kind of fey sea creature.

Fay Form I, Nymph... mainly took it in case I fall into the water or we need a quick Dimension Door out of here. I also updated my previous post on the discussions page. Do you guys accept my offer of ink?


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

As a Master of Arms, there is little for Kung to do during the bulk of the race. He keeps an eye out for interference from the other ships in the race, but the Unbound Drake leaps to such an early lead that the ships would have to catch up first before they could attempt anything.

He keeps an eye out for the Wormwood's sails nonetheless, Harrigan's treachery always on his mind.

With the threat of any attack from the other ships minimized by Marnir's excellent piloting skills, Kung makes sure that all hands are helping with rigging and keeping the ship in good repair, as he himself assists Marnir at the wheel.

Once they enter the Eye itself, it is all Kung can do to follow his Captain's orders and stay at the wheel... his own instinct and desire is nothing less than to stand at the ship's prow and try to embrace the wind.

Yes, Kung wants to pull a Kate Winslet in the middle of the storm.

Jane speaks of the dangers of metal armor when the lightning elemental begins to form, and Kung looks at her in confusion, not really understanding what the risk would be. Would Kung be better off in no armor at all; is he worse off because of the metal?

As per usual, Kung is full martial, so has no buffs to apply himself during our 3 rounds of prep. He will accept any that are offered, though. Remember, once in rage, he will have to resist even friendly spells, so if there are buffs to be had, now is the time.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |

Markizio's smile is hard to wipe off his face as the Drake crushes the course and is well in the lead.

The upcoming elemental sobered him up. Quickly.

He gathered the officers together and starts using his magic to better prepare them for the battle ahead.

He yelled at Kung above the din of the storm, "Kung! This is us, buddy. It's just another monster to be killed!" he hoped that was true.

----------
I'm assuming we can't avoid this fight but let me know otherwise. If the fight is imminent then Markizio will cast shield on himself, magic missile, and haste on everyone.

magic missile damage: 5d4 + 4 ⇒ (3, 4, 3, 3, 4) + 4 = 21

stats:

HP 85/85
AC 22, touch 13, flat-footed 20
Conditions: shield so AC=26
Melee (+1 keen falcata): +10/+5 = +1(magical) +6(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
+2 dam if arcane strike, -2/+4 if 1H power attack
8/8 arcane pool
Spell used: shield, haste, magic missile


ADVENTURE PATH COMPLETE

Niobe gives Kung barkskin to aid in his defense - nonmetal protection hopefully being helpful - then she gets everyone in a loose arrangement around her and unleashes a spell to protect the team from the worst ravages of the forming elemental. She turns this way and that, her hands making gestures reminiscent of moving clouds, as she intones the druidic chants to make the team one with the storm.

First, barkskin on Kung, which gives him a +4 enhancement bonus to natural armor. (This should overwrite his amulet of natural armor.)

Second, reach communal resist energy. Everyone gets electricity resistance 20 for the fight!


Are you sure you want to do that?

Niobe, save your spells. So far the Drake has only taken cosmetic damage. Thanks to the gold you've all spent making her tougher and faster. Marnir yes you could have cast Heroism when you asked.

The lightning sizzles on the rigging for seconds then forms a huge figure of a man, made of storm clouds and lightning.

Markizio's spell slams into it as it hovers over the mainmast, eyeing you all with the hungry lust for violence of the storm.

New map up top. Elemental storm. Place yourselves on the ship please. The Elemental is going first when combat begins.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung was just receiving spells from Niobe, so I moved him to start over by her.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |

Thankful for Niobe's protection, the magus slashed his fiery blade in the air in front of him and readied himself for combat...


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir felt Niobe's protection upon him but he couldn't spare more than a fleeting glance down at the roiling storm of lightning on his deck. Every muscle in his body was fighting the wheel, trying to hold the Drake steady through the stormy winds of the Eye.

GM - will I need to remain at the wheel for this fight to keep the ship under control? If not, I'll do some buffing before I wade in.

Stats:

HP 75/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour)
Speed: 30 ft
Fort: +13, Ref: +9, Will: +13 (+4 vs fear) (+2 heroism)
Conditions: heroism, resist electricity 20
Melee attack (+1 furious battleaxe): +13/+8 (+6 BAB, +4 Str, +1 enhancement, +2 heroism)
Melee Damage (+1 furious battleaxe): d8+9 (+6 Str, +1 enhancement, +2 Arcane Strike)
20/20 rds raging song remaining


Are you sure you want to do that?

Marnir, you can have the crew hold the wheel steady while you fight, it's in rounds so it will only take a minute at the most.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Awesome, thanks. In which case 3 rounds gives me time for
mirror image for 1d4 + 3 ⇒ (2) + 3 = 5 images and a Move Action towards Kung in round 1. Concentration DC 17: 1d20 + 13 ⇒ (11) + 13 = 24
A second Move Action towards Kung who will receive a blur in round 2. Concentration DC 16: 1d20 + 13 ⇒ (18) + 13 = 31
A drawing of my axe, a Battle Cry, and the start of inspired rage in round 3.

Marnir leaves the wheel in the hands of two burly deckhands as he races towards the gathering storm. He struggles to keep his footing as his mind focuses on his magic, summoning illusory duplicates of himself before touching Kung who's outline becomes blurry and indistinct.

He pulls his axe from his belt, holds it high, and roars "Drakes, overcome the storm!"

Reminder of Battle Cry's effects:

Allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw against a fear effect, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.

Stats:

HP 93/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 inspired rage, +1 haste)
Speed: 30 ft
Fort: +15, Ref: +10, Will: +16 (+6 vs fear) (+2 heroism, +1 Ref haste, +2 Fort & +3 Will inspired rage, +2 vs fear Battle Cry)
Conditions: inspired rage, heroism, resist electricity 20, haste, 5 mirror images, Battle Cry
Melee attack (+1 furious battleaxe): +16/+16/+11 (+6 BAB, +4 Str, +1 enhancement, +2 heroism, +1 haste, +2 inspired rage, +2 furious, -2 Power Attack)
Melee Damage (+1 furious battleaxe): d8+20 (+6 Str, +1 enhancement, +2 Arcane Strike, +3 inspired rage, +2 furious, +6 Power Attack)
20/20 rds raging song remaining


Are you sure you want to do that?

Sorry for being so slow. Finally got to play a live game yesterday, a bit of a sudden event, but my first live game this year. So I'm happy.

The huge mass of sentient energy sizes you all up and then attacks Kung

Slam: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 2d8 + 6 ⇒ (7, 6) + 6 = 19

It also does 2d6 electricity damage, but since it's only 2d6 and you all have resistance 20 I'm not bothering.

Bull rush: 1d20 + 31 ⇒ (14) + 31 = 45

It slams violently into Kung forcing him backwards over the railing of the ship.

Very nasty, it gets +10 to it's already high CMB if it's target is wearing metal armor, or using a metal weapon.

Kung, you get an AOO as it Bull rushes you. It's using Flyby attack, so Marnir, Niobe & Markizio also get AOO's as it moves passed you.

What are you doing now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

The elemental coalesces at suddenly launches itself at Kung. Marnir takes advantage of the thing flying past him, and swings at it with his axe.

AoO: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d8 + 20 ⇒ (4) + 20 = 24

His axe bites deep as the elemental flies past, slamming into Kung and knocking him overboard. "Kung! he roars, his war chant momentarily forgotten as his master-in-arms disappears off the side of the Drake. He picks his chant up again, his anger building, as he rushes at the elemental before his axe crashes down.

Move Action to Acrobatics 15ft (Acrobatics: 1d20 + 19 ⇒ (7) + 19 = 26) to attempt to avoid AoO, Free Action to continue inspired rage, Swift Action to use Arcane Strike, Standard Action to attack the elemental.

Axe attack: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 1d8 + 20 ⇒ (4) + 20 = 24

Stats:

HP 93/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 inspired rage, +1 haste)
Speed: 30 ft
Fort: +15, Ref: +10, Will: +16 (+6 vs fear) (+2 heroism, +1 Ref haste, +2 Fort & +3 Will inspired rage, +2 vs fear Battle Cry)
Conditions: inspired rage, heroism, resist electricity 20, haste, 5 mirror images, Battle Cry
Melee attack (+1 furious battleaxe): +16/+16/+11 (+6 BAB, +4 Str, +1 enhancement, +2 heroism, +1 haste, +2 inspired rage, +2 furious, -2 Power Attack)
Melee Damage (+1 furious battleaxe): d8+20 (+6 Str, +1 enhancement, +2 Arcane Strike, +3 inspired rage, +2 furious, +6 Power Attack)
21/22 rds raging song remaining


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Due to Marnir's blur spell, Kung has 20% concealment. Concealment (0-20 miss): 1d100 ⇒ 14

Kung tries to dodge out of the way of the incoming attack, but it's Marnir's spell, making his outline indistinct, that truly saves the barbarian from the Lightning Elemental's fury. As the elemental circles around for a 2nd attack, Kung has his sword ready, and he swings at the creature as it comes in at him.

AoO:

+1 furious greatsword: 1d20 + 16 ⇒ (13) + 16 = 29
Damage, S, grudge fighter: 2d6 + 19 + 1 ⇒ (5, 2) + 19 + 1 = 27

The swing connects, his sword drawing sparks to itself as it drags through the electrical body, disrupting the energy holding the elemental together.

Concealment (0-20 miss): 1d100 ⇒ 49 (vs. Bull Rush)

Marnir's spell isn't enough to save the half-orc from the bull rush, though. Kung flies backwards over the ship's railing, landing in the churning ocean with a loud splash! Once in the water, though, Kung quickly gets his bearings, spits out the command word for his helm (along with some salt spray) and moves towards the Drake so that he can climb out.

Though his mind remains on the battle, it doesn't go unnoticed by the barbarian that he is presently as close as he's ever been to actually swimming in the Eye. A grin of accomplishment comes over his face as he begins to climb.

Actions:

Swim speed 30' from helm of underwater action
Move: Swim up to 30' to get to Unbound Drake
Standard: Climb hull of Unbound Drake

Climb: 1d20 + 19 ⇒ (14) + 19 = 33


Stats:

HP 96/96
AC 26 touch 14 flat-footed 23 (+8 armor, +3 dex, +4 natural/barkskin, +1 deflection)
DR 1/-, resist electricity 20, concealment 20%
Speed: 40 ft
Fort: +13, Ref: +12, Will: +6 (+4 morale vs fear)
Conditions: barkskin, resist energy, blur, battle cry
Melee (+1 furious greatsword): +16/+8 (+8 BAB, +6 str, +1 enhancement, -0/-3 power attack, +1 morale/battle cry)
Melee Damage (+1 furious greatsword): 2d6+19 (+9 str, +1 enhancement, +9 power attack)
19/19 rds Rage remaining


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Seeing this elemental thing on the deck, Jane aims her new crossbow and fires.

Crossbow: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


ADVENTURE PATH COMPLETE

Ooo! Jane, roll for your possible critical hit!

As the elemental passes by, Niobe jabs at it with her nonmetal spear.

Obsidian spear attack: 1d20 + 8 ⇒ (2) + 8 = 10

She commences casting another spell, this time a lengthy one.

Spontaneously converting to summon nature's ally IV. This is a full-round cast, so it goes off at the start of my next turn.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |

Falcatta in hand, the magus could only swing as the lightning man flew by.

---------------
AoO to hit, power attack: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
damage: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

stats:

HP 85/85
AC 22, touch 13, flat-footed 20
Conditions: shield so AC=26, acid on blade
Melee (+1 keen falcata): +10/+5 = +1(magical) +6(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
+2 dam if arcane strike, -2/+4 if 1H power attack
7/8 arcane pool
Spell used: shield, haste, magic missile

not sure if we can attack, if so Markizio will move and strike:

falcatta to hit, power attack, acid: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
damage: 1d8 + 4 + 4 + 1d6 ⇒ (6) + 4 + 4 + (4) = 18
critical?
falcatta to hit, power attack, acid: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
damage: 2d8 + 8 + 8 + 1d10 ⇒ (4, 1) + 8 + 8 + (8) = 29


Are you sure you want to do that?

Sorry Markizio, it went up when it finished pushing Kung around, it's currently 10 feet above you. Move Fly 100ft (Perfect). You can change your action to casting if you wish?

Marnir's axe bit into the mass of cloud and energy, Niobe & Markizio's attacks both missed.

Botting Jane.

Confirm: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Even with a perfect shot Jane's bolt bounced off harmlessly.

The elemental turns in the air and slams down on Marnir
Slam: 1d20 + 20 ⇒ (6) + 20 = 26
damage: 2d8 + 6 ⇒ (2, 5) + 6 = 13

Mirror image: 1d5 ⇒ 4

The blow misses.

Bull rush: 1d20 + 31 ⇒ (9) + 31 = 40

Mirror image: 1d4 ⇒ 2

The Bull rush also misses thanks to the Mirror image, 2 images gone.

Marnir you get an AOO as it tries to Bull rush you. Markizio you also get an AOO as it moves passed you to attack him.

Kung is climbing the rope the crew quickly threw him, remember the Drake is moving flat out.

Markizo can change his action last round to something else as the Elemental was out of range, and has an AOO this round.

The party may now act.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

AoO: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 1d8 + 20 ⇒ (3) + 20 = 23

Saved from a dunk in the sea by his illusory duplicates, Marnir lashes out with his axe again and again at the elemental on his deck. His warchant is almost lost in the howling winds, but Marnir focuses on the rhythm of his chant and the rhythm of his axe blows.

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Free Action to 5ft step to set up the flank with Markizio, Full Round Action to full attack the elemental. Skald's Vigor also kicks in now it's my second round of raging song, giving me fast healing 4.

Axe attack: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d8 + 20 ⇒ (3) + 20 = 23

Axe attack: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d8 + 20 ⇒ (4) + 20 = 24

Axe attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d8 + 20 ⇒ (7) + 20 = 27

Stats:

HP 93/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 inspired rage, +1 haste)
Speed: 60 ft (haste)
Fort: +15, Ref: +10, Will: +16 (+6 vs fear) (+2 heroism, +1 Ref haste, +2 Fort & +3 Will inspired rage, +2 vs fear Battle Cry)
Conditions: inspired rage, heroism, resist electricity 20, haste, 3 mirror images, Battle Cry, fast healing 4
Melee attack (+1 furious battleaxe): +16/+16/+11 (+6 BAB, +4 Str, +1 enhancement, +2 heroism, +1 haste, +2 inspired rage, +2 furious, -2 Power Attack)
Melee Damage (+1 furious battleaxe): d8+20 (+6 Str, +1 enhancement, +2 Arcane Strike, +3 inspired rage, +2 furious, +6 Power Attack)
20/22 rds raging song remaining


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Elementals can’t be critter, so I didn’t roll for the crit. GM knowledge that I don’t use often.

Not happy that her bolt bounced off of electricity, Jane wonders why she doesn’t have many range spell for such occasions. Calling on her mystical witch powers, she sends fear into the lightning elemental.

Cause Fear DC Will 15.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |

Markizio smiled and tried to taunt the thing, "C'mon Sparky. Why don't you come down and play with us?"

His hands then released four rays made of pure fire at the thing.

---------------
cast scorching rays for the last round and also this round by spending an arcane point to rememorize the spell

AoO to hit, power attack: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
damage: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14
scorching ray ranged touch attack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 4d6 ⇒ (5, 2, 1, 6) = 14
scorching ray ranged touch attack: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 4d6 ⇒ (1, 3, 6, 5) = 15
scorching ray ranged touch attack: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 4d6 ⇒ (6, 2, 2, 5) = 15
scorching ray ranged touch attack: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 4d6 ⇒ (6, 3, 6, 6) = 21

stats:

HP 85/85
AC 22, touch 13, flat-footed 20
Conditions: shield so AC=26, acid on blade
Melee (+1 keen falcata): +10/+5 = +1(magical) +6(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
+2 dam if arcane strike, -2/+4 if 1H power attack
6/8 arcane pool
Spell used: shield, haste, magic missile, scorching ray

them rolls! :(


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Man, those rolls sucked! Three 4s is not cool!
Jane, your GM knowledge, or the result of your Knowledge (planes) check, might suggest that a greater elemental probably has more than 5 Hit Dice, thereby making it immune to cause fear.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

K.P: 1d20 + 8 ⇒ (3) + 8 = 11

I only use that knowledge for trivial stuff.. ie not making a unneeded roll. Character wouldn’t know.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

How long until Kung is back on deck?


ADVENTURE PATH COMPLETE

Niobe completes her spell and... nothing apparent happens.

Then, suddenly, the stormy clouds that make up the form of the lightning elemental seem buffeted by a burst of wind.

Summon nature's ally IV completes and summons a Medium air elemental, which attacks immediately. If the lightning bad boy has reach it probably gets an AoO as the air elemental flies at it. The air elemental is AC 19, but because of its air mastery trait any flying enemy takes -1 on attack and damage rolls against it.

Air elemental: Slam attack: 1d20 + 9 ⇒ (18) + 9 = 27
Air elemental: Slam damage: 1d6 + 3 ⇒ (6) + 3 = 9

Meanwhile, Niobe casts another useful spell, hoping against hope that it will work, as she tries to bring the elemental down to a level that the group can handle.

Casting burdened thoughts against the lightning elemental, Will save DC 17. If it fails, it is heavily encumbered and loses the ability to fly.


Are you sure you want to do that?

Between Markizio's burning ray and Marnir's unerring axe the Elemental expires in a blast of sparking air. Dramatic, but harmless.

And the legend grows again as your crew watch you chop a Greater Lightning elemental to death.

Once Kung is over his joy at bathing in the waters of the eye your race continues.

L. The Home Stretch.You emerge from the depths of the storm and
discover that the majority of the other contenders have not yet made it out of the Eye. In fact, the only other ship in contention is Captain Harrigan’s Wormwood! To the west, the Kraken cruises in the distance, the Master of the Gales on deck observing the race’s finish.

Out of the storm and on the last stretch, only your hated enemy somehow still with you? What are you doing?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

As the elemental disappears with a thunderclap, Marnir races back to the wheel and takes control of the Drake once more.

"That bastard!" Marnir growls as he sees the distinctive shape of the Wormwood emerge from the Eye. "How many ships did he sink to get through the pack that quickly?" He looks over to Markizio and a still dripping Kung. "Keep an eye on Captain Harrigan. I don't want him trying to cheat us out of our prize."

"All hands to the rigging! Full speed!" Marnir roars exultantly, his sheer delight in the race clear to see. He hauls on the wheel to straighten up their course for the finish, before turning to Niobe. "Can your magic speed us up? Faster winds maybe?"


ADVENTURE PATH COMPLETE

"Aye cap'n!" shouts Niobe in response. She turns and lifts her arms to the sky, and wind rushes into the sails.

Apparently now is the time to use control winds!


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung walks the length of the gunwale from fore to aft, keeping the Wormwood in sight as he impresses their need for attention to every pirate individually. Staring at the hated ship, he gazes down at the sea. He turns to ask someone smarter if he could make the swim, but stops himself; he knows better. Besides, the Drake will win this; Kung can seek his revenge on shore, after they've won their purse.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |
Marnir Saltvig wrote:
"That bastard!" Marnir growls as he sees the distinctive shape of the Wormwood emerge from the Eye. "How many ships did he sink to get through the pack that quickly?" He looks over to Markizio and a still dripping Kung. "Keep an eye on Captain Harrigan. I don't want him trying to cheat us out of our prize."

Markizio looked about, "I never met the man but he's a mean bastard from hearing your tales."

He winked, "Do you want me to throw a friendly fireball at his ship? That will slow him down..."

-------------
Markizio prepared both fly and fireball just for this occasion. :)


Are you sure you want to do that?

GM Screen:

Perception Niobe: 1d20 + 18 ⇒ (13) + 18 = 31
Perception Marnir: 1d20 + 17 ⇒ (7) + 17 = 24
Perception Markizio: 1d20 + 10 ⇒ (2) + 10 = 12
Perception Jane: 1d20 + 10 ⇒ (6) + 10 = 16
Perception Kung: 1d20 + 12 ⇒ (11) + 12 = 23
UMD: 1d20 + 12 ⇒ (11) + 12 = 23

Despite emerging from the eye almost together the two ships are hundreds of feet apart, the Unbound Drake is well in the lead and increases it when Niobe causes to winds to fill her sails with even more strength.

Perhaps because she feels the strands of the wind running through her hands Niobe also feels the two forms passing through it as they streak towards the wheel of the Drake, looking around she can see nothing?

Niobe, what are you doing?

Niobe has detected two invisible things heading for the wheel of the Drake, everybody else can prepare their action for when she warns you.


ADVENTURE PATH COMPLETE

"Something invisible just flew by!" shouts Niobe. "Two of them!"


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir is concentrating hard on getting the maximum speed out of the Drake when he hears Niobe's warning. He quickly dips a hand into the pouch at his belt and smears a grey-white blend of talc and powdered silver around his eyes, muttering arcane words in his native Ulfen.

Cast see invisibility on myself.

He quickly scans the deck for evidence of the invisible invaders. "I'd bet the Drake that this is that underhanded bastard Harrigan's doing," he mutters darkly to himself.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung slices his greatsword through the air a couple of times, trying to destroy whatever it is that's invisible somewhere above his head.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Greatsword: 1d20 + 15 ⇒ (16) + 15 = 31
Damage, S: 2d6 + 19 ⇒ (2, 3) + 19 = 24

Concealment (0-50 miss): 1d100 ⇒ 100

Invisibility:

Some quotes from the PRD that may (or may not) be relevant.

Invisibility wrote:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check.
Invisibility wrote:

There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

  • Moving at half speed –5
  • Moving at full speed –10
  • Running or charging –20
  • Some distance away +1 per 10 feet
Invisibility wrote:
Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance).
Invisibility wrote:
Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them.
Invisibility wrote:
Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.

Stats:

HP 96/96
AC 26 touch 14 flat-footed 23 (+8 armor, +3 dex, +4 natural/barkskin, +1 deflection)
DR 1/-, resist electricity 20
Speed: 40 ft
Fort: +13, Ref: +12, Will: +6 (+4 morale vs fear)
Conditions: barkskin, resist energy
Melee (+1 furious greatsword): +15/+7 (+8 BAB, +6 str, +1 enhancement, -0/-3 power attack)
Melee Damage (+1 furious greatsword): 2d6+19 (+9 str, +1 enhancement, +9 power attack)
19/19 rds Rage remaining

This post is mostly for humor... but Kung made all the rolls well, and the game mechanics seem to support it; if one of the invisible things is in reach of a move action, then Kung might have hit it.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |
Niobe Aptos wrote:
"Something invisible just flew by!" shouts Niobe. "Two of them!"

Markizio's blade went up on guard and his left hand started wiggling its fingers, "Where are they? Point them out to me and I'll blast them!"

He saw Kung and exclaimed, "Kung, what the hell are you doing? Did you catch one?"

-----------

stats:

HP 85/85
AC 22, touch 13, flat-footed 20
Conditions: shield so AC=26, acid on blade
Melee (+1 keen falcata): +10/+5 = +1(magical) +6(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
+2 dam if arcane strike, -2/+4 if 1H power attack
6/8 arcane pool
Spell used: shield, haste, magic missile, scorching ray


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane mixes a quick potion and looks at the things on the deck (see invisibility.)

1 to 50 of 5,973 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM_DBH's Scurvy swabs for the Shackles. The game. All Messageboards

Want to post a reply? Sign in.